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Do-It-Yourself Gamified Cognitive Training: Viewpoint
Cognitive decline is an important nonmotor symptom in Parkinson disease (PD). Unfortunately, very few treatment options are available. Recent research pointed to small positive effects of nonpharmacological cognitive training in PD. Most of these trainings are performed under supervision and solely...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2019
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6528436/ https://www.ncbi.nlm.nih.gov/pubmed/31066713 http://dx.doi.org/10.2196/12130 |
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author | van de Weijer, Sjors CF Kuijf, Mark L de Vries, Nienke M Bloem, Bastiaan R Duits, Annelien A |
author_facet | van de Weijer, Sjors CF Kuijf, Mark L de Vries, Nienke M Bloem, Bastiaan R Duits, Annelien A |
author_sort | van de Weijer, Sjors CF |
collection | PubMed |
description | Cognitive decline is an important nonmotor symptom in Parkinson disease (PD). Unfortunately, very few treatment options are available. Recent research pointed to small positive effects of nonpharmacological cognitive training in PD. Most of these trainings are performed under supervision and solely computerized versions of (traditional) paper-pencil cognitive training programs, lacking rewarding gamification stimulants that could help to promote adherence. By describing 3 different self-invented ways of cognitive gaming in patients with PD, we aimed to raise awareness for the potential of gamified cognitive training in PD patients. In addition, we hoped to inspire the readers with our case descriptions, highlighting the importance of both personalization and cocreation in the development of games for health. In this viewpoint, we have presented 3 PD patients with different ages, with different disease stages, and from various backgrounds, who all used self-invented cognitive training, including elements of personalization and gamification. To indicate generalization into a larger PD population, the recruitment results from a recent cognitive game trial are added. The presented cases show similarities in terms of awareness of their cognitive decline and the ways this process could potentially be counteracted, by looking for tools to train their cognition. On the basis of the response of the recruitment procedure, there seems to be interest in gamified cognitive training in a larger PD population too. Gamification may add to traditional therapies in terms of personalization and adherence. Positive results have already been found with gamified trainings in other populations, and the cases described here suggest that PD is also an attractive area to develop and test gamified cognitive trainings. However, no results of gamified cognitive trainings in PD have been published to date. This suggests an unmet need in this area and may justify the development of gamified cognitive training and its evaluation, for which our considerations can be used. |
format | Online Article Text |
id | pubmed-6528436 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2019 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-65284362019-06-07 Do-It-Yourself Gamified Cognitive Training: Viewpoint van de Weijer, Sjors CF Kuijf, Mark L de Vries, Nienke M Bloem, Bastiaan R Duits, Annelien A JMIR Serious Games Viewpoint Cognitive decline is an important nonmotor symptom in Parkinson disease (PD). Unfortunately, very few treatment options are available. Recent research pointed to small positive effects of nonpharmacological cognitive training in PD. Most of these trainings are performed under supervision and solely computerized versions of (traditional) paper-pencil cognitive training programs, lacking rewarding gamification stimulants that could help to promote adherence. By describing 3 different self-invented ways of cognitive gaming in patients with PD, we aimed to raise awareness for the potential of gamified cognitive training in PD patients. In addition, we hoped to inspire the readers with our case descriptions, highlighting the importance of both personalization and cocreation in the development of games for health. In this viewpoint, we have presented 3 PD patients with different ages, with different disease stages, and from various backgrounds, who all used self-invented cognitive training, including elements of personalization and gamification. To indicate generalization into a larger PD population, the recruitment results from a recent cognitive game trial are added. The presented cases show similarities in terms of awareness of their cognitive decline and the ways this process could potentially be counteracted, by looking for tools to train their cognition. On the basis of the response of the recruitment procedure, there seems to be interest in gamified cognitive training in a larger PD population too. Gamification may add to traditional therapies in terms of personalization and adherence. Positive results have already been found with gamified trainings in other populations, and the cases described here suggest that PD is also an attractive area to develop and test gamified cognitive trainings. However, no results of gamified cognitive trainings in PD have been published to date. This suggests an unmet need in this area and may justify the development of gamified cognitive training and its evaluation, for which our considerations can be used. JMIR Publications 2019-05-07 /pmc/articles/PMC6528436/ /pubmed/31066713 http://dx.doi.org/10.2196/12130 Text en ©Sjors CF van de Weijer, Mark L Kuijf, Nienke M de Vries, Bastiaan R Bloem, Annelien A Duits. Originally published in JMIR Serious Games (http://games.jmir.org), 07.05.2019. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included. |
spellingShingle | Viewpoint van de Weijer, Sjors CF Kuijf, Mark L de Vries, Nienke M Bloem, Bastiaan R Duits, Annelien A Do-It-Yourself Gamified Cognitive Training: Viewpoint |
title | Do-It-Yourself Gamified Cognitive Training: Viewpoint |
title_full | Do-It-Yourself Gamified Cognitive Training: Viewpoint |
title_fullStr | Do-It-Yourself Gamified Cognitive Training: Viewpoint |
title_full_unstemmed | Do-It-Yourself Gamified Cognitive Training: Viewpoint |
title_short | Do-It-Yourself Gamified Cognitive Training: Viewpoint |
title_sort | do-it-yourself gamified cognitive training: viewpoint |
topic | Viewpoint |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6528436/ https://www.ncbi.nlm.nih.gov/pubmed/31066713 http://dx.doi.org/10.2196/12130 |
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